In regards to MP concerns, Bard is giving out MP regen songs. Also they could give Fencer/Red Mage an ability like Featherfoot. Guarantees a parry and grants MP upon a successful parry.



In regards to MP concerns, Bard is giving out MP regen songs. Also they could give Fencer/Red Mage an ability like Featherfoot. Guarantees a parry and grants MP upon a successful parry.

Yes! I am a strong, independent bla... red mage! :3
Ooh, more fears to add to my list. o:


(Just looking at initial post, not bothering to read the several pages that follow)
I really like the idea of Red Mage combos branching between tp moves and spells. I think Red Mage should still use MP for spells, but conserve the MP if using them at the end of a combo. As a job, I think if they ever add Fencer, it would branch from this but also gain abilities from both THM and CNJ (low-tier nuking and healing respectively) while utilizing its own spells, since no two classes learn the same abilities.
Dualcast is a staple for the class, but White Mage already gets this in the form of Presence of Mind. Maybe Red Mage should get a fast-cast action, allowing them to temporarily halve or quarter cast/recast timers.



I guess I should be glad to see so many pro-melee/fencer/not-refresh-bot posts with regards to Red Mage. I just hope the CMs and the devs are reading the threads for ideas.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

Keep Rdm as an enfeebling job, what it was always meant to be.
The way the classes/jobs abilities and spells are spread out and structured has given Rdm the chance it needs to fit in as an enfeebling job.
Unlike ffxi, other jobs had access to most of Rdms crucial spells, and made Rdm a redundant job, luckily it may be able to redeem itself in this game.
Heck.. Could even make rdm another advanced job for Thaumaturge.. Give it dia and bio back along with slow paralyze and bind.
Sure rdm could use swords, but was it good with them?... lolno



What Final Fantasy games besides 11 was a RDM "supposed" to be an enfeebler ?
You aren't using your imagination, just because it wasn't A+ in 11 with swords doesn't mean it can't be in this game.Sure rdm could use swords, but was it good with them?... lolno
None of the Job's in this game are really comparable to their FF11 counterparts so why would you assume RDM would be.
Last edited by Jinko; 04-17-2012 at 08:00 AM.



* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
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